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[[File:Jdn,New Canvasjyfjyfrdgdsfhtgfchngvfhdhfdutr.png|294px|thumb|right|Because of the sheer majority of Dragonkin belonging to the Dijara Dragonfall, many countryside or provincial people only know Dragonkin as Songaskians.]] | [[File:Jdn,New Canvasjyfjyfrdgdsfhtgfchngvfhdhfdutr.png|294px|thumb|right|Because of the sheer majority of Dragonkin belonging to the Dijara Dragonfall, many countryside or provincial people only know Dragonkin as Songaskians.]] | ||
[[File:JfedkløøøøUntitled Artwork.png|294px|thumb|right|Buying clothes that accommodate all manner of scales, spikes and horns, may be a difficult task for Dragonkin even in the city of Regalia.]] | [[File:JfedkløøøøUntitled Artwork.png|294px|thumb|right|Buying clothes that accommodate all manner of scales, spikes and horns, may be a difficult task for Dragonkin even in the city of Regalia.]] | ||
[[File:Songdragonhater.png|294px|thumb|right|Dragonkin can sometimes be mistaken for Allar, which they deem greatly insulting to their vanity and pride, being related to Dragons even distantly.]] | |||
[[File:Saysomethingabouttattoos.jpg|294px|thumb|right|Even though it is mostly a Songaskian cultural thing, the Tawrhoon (gold-paint body markings) are very popular among other Dragonfall Dragonkin also.]] | |||
[[File:Songdragonhoren.png|294px|thumb|right|Dragonkin horns can have many different sizes and shapes, including but not limited to multiple horns pointing in different directions with decorations.]] | |||
In Character Design, [[Proficiency]] allows for the buying of Packs, which give Combat Abilities. Heritage Traits add free Packs and Mechanics to a Character, fit around cultural themes. Mechanics are flair and roleplay opportunities Characters have outside of Combat, while Packs are Combat Power. Free [[Magic]] Packs can always be defined as any Alignment. Mixed Heritage Characters (characters of two different culture parents) choose one set of Free Packs, and can mix and match Mechanics from both parents up to a maximum of 5 Mechanics. There is no such thing as a Half-Dragonkin (but Mixed-Heritage can be Dragonkin). | In Character Design, [[Proficiency]] allows for the buying of Packs, which give Combat Abilities. Heritage Traits add free Packs and Mechanics to a Character, fit around cultural themes. Mechanics are flair and roleplay opportunities Characters have outside of Combat, while Packs are Combat Power. Free [[Magic]] Packs can always be defined as any Alignment. Mixed Heritage Characters (characters of two different culture parents) choose one set of Free Packs, and can mix and match Mechanics from both parents up to a maximum of 5 Mechanics. There is no such thing as a Half-Dragonkin (but Mixed-Heritage can be Dragonkin). | ||
Revision as of 16:59, 13 June 2024
Dragonkin | |
---|---|
Nation State | N/A |
Ruler | N/A |
Other Present | N/A |
Languages | Varied |
Religion | Draconism |
First Recorded | 20,000 BC |
Demonym(s) | Dragonkin |
Dragonkin, often also called Velkaryn, are a grouping of societies comprising humanoids who descend from the lesser Dragons. The arrival of Dragonkin was once meant to herald the age of mortals and exist like a fading memory of the Dragons that once roamed the world, becoming ever more distant from their ancient ancestors. With the return of the Dragons, however, Dragonkin have been thrust to the foreground of global events taking an important role in the Draconism faith, and geo politics, chiefly led by the Songaskian Dragonkin.
Design
Dragonkin are not truly a Heritage or ethnicity in the same way as an Ailor, Dwarf, or Lanlath Elf might be. In fact, Dragonkin can be any of these Heritages, because what defines them is how their soul is made rather than their biology. Dragons are the stewards of the soul cycle in the world that dictates how new life is created. Dragonkin are not born from reproduction by Dragons as often assumed. When a Dragon dies in a very specific way called a Dragonfall, their soul erupts into tens of thousands of Dragonsparks, each of which creates a new soul and life. It has been hundreds of years since the last Dragon died, though rather than die out, Dragonkin continue to sire more Dragonkin as they reproduce as nurture and seed new Dragonsparks. Because of this, Dragonkin are biologically as if they belong to a different Heritage. The Dragonspark however, changes them. As seen in the image, Dragonkin are partly or wholly covered in Dragonscales. Dragonkin can reduce or increase the amount of scales present on their body. Dragonkin also have horns and a draconic tail, as well as clawed feet and hands. Just like the scales on their body however, these can be hidden, though no matter how much a Dragonkin hides some scales cannot be fully hidden to hide their identity. Any Heritage can have Dragonkin appear from them, though Ailor is the most common, as they were geographically located where the most Dragonfall events occurred. When understanding what a Dragonkin would look like, refer to their pages, and superimpose Dragon traits. Choosing a biological appearance is important when making a Dragonkin Character, and special attention will be given to this in the Heritage Traits section further down. Dragonskin can also forsake any skin, fur, or hair they might have, and become fully covered in scales. This transformation is completed, by having their more humanoid head change to that of a lizard-like dragon head complete with horns, scales, and slitted eyes. This type of appearance is called a Dragonkin's Drakemask. Dragonkin may have elf-like pointed ears with scales on them or no scales. And finally, Dragonkin tend to be more physically imposing than their non-Dragonkin counterparts. A Dragonkin Ailor for example is easily a foot taller than the average Ailor might be. The only Draconic trait Dragonkin do not have, are Draconic wings. What color a Dragonkin's scales appear as, as well as their eye color is strongly dictated by the Dragonfall they descend from, as each Dragon has a very specific appearance. Each Dragonfall and traits are mentioned below.
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Heritage Traits
In Character Design, Proficiency allows for the buying of Packs, which give Combat Abilities. Heritage Traits add free Packs and Mechanics to a Character, fit around cultural themes. Mechanics are flair and roleplay opportunities Characters have outside of Combat, while Packs are Combat Power. Free Magic Packs can always be defined as any Alignment. Mixed Heritage Characters (characters of two different culture parents) choose one set of Free Packs, and can mix and match Mechanics from both parents up to a maximum of 5 Mechanics. There is no such thing as a Half-Dragonkin (but Mixed-Heritage can be Dragonkin).
Free Packs
- Dragonkin gain the Magical variant of Safeguard Pack for free, or choose one pack from Prayer Point Buy.
- Dragonkin gain the Steady Body Pack for free, or choose one Pack from Cleric Point Buy.
Mechanics
- Dragonkin inherits the Mechanics from the Heritage Trait from whatever Heritage the Character is biologically made. For example, if you want to play an Ailor Dragonkin, you can take the Mechanics from the Ailor Heritage as seen on their page. There are some exceptions: Slizzar, Bralona, Mystech, and Maraya awoken from a Vault cannot be Dragonkin. Urlan can only be Dragonkin if they were Dragonkin before Urlan.
- Dragonkin can control elements that are closely associated with their Dragonfall. Dijara Dragonkin can control sand and sunlight. Dramarys Dragonkin can control snow/ice and starlight. Aerun Dragonfall can control silver/gold and crystals. Velkaryn Dragonfall can control shadows/darkness and the wind. Control can be defined as moving around, shaping into objects, summoning, extinguishing/radiating, and more.
- Dragonkin are closely aligned to Dragon Magic. Being made of pure life, they live extended lifespans beyond what is normal. The Immortal War has hardened Dragonkin against Mystech, causing them to take -1 HP Damage (instead of -2 HP) from Attack Emotes. However, they are threatened by beings of pure death. If a Character that has Ordial Alignment would do -2 HP Damage, they do -3 HP Damage instead.